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General Information

On this page, we list all the abilities from the Antoran High Command encounter
in Antorus, the Burning Throne. The idea is to give you a solid understanding of the
encounter before you read the strategy.

If you are already familiar with the encounter, then you can skip to the
strategy and tactics page or access any
other page of the guide by using the table of contents on the right.

1. Overview

The Antoran High Command, comprised of Admiral Svirax,
Chief Engineer Ishkar, and General Erodus (all of whom share a
health pool), is a single-phase
encounter with a unique twist. Only one of the High Command will engage the
raid actively, while the other two will bombard the raid using pods that they
reside in. After a period of time, the active boss will rotate out, climbing
into a pod, while a new boss emerges to engage the raid.

Players can enter the Commanders' vacant pods when they are actively
engaging the raid, using their own weapons against them. The pods can entered
by simply interacting with them when they are vacant. Only one player may be
inside a pod at a time.

Therefore, the fight is effectively split into three distinct pseudo-phases;
one for each active boss.

2. In Pod

These abilities can only be cast by the Commanders while they are in their
pods (and therefore when they are not the active boss).

2.1. Chaos Pulse

Chaos Pulse can be used by all Commanders. It deals light Fire
damage in 3-round bursts. Each hit also applies a debuff that causes the target
to take 1% more damage from all sources for 6 seconds, stacking up to 15
times.

2.2. Admiral Svirax

Admiral Svirax will cast Fusillade while in her pod,
causing a Legion cruiser to bombard the entire arena with heavy Fire damage.
Each cast of Fusillade applies a stack of Zeroing In to Svirax,
increasing the damage of future Fusillades by 25% per stack.

2.3. Chief Engineer Ishkar

Chief Engineer Ishkar will lay Entropic Mines while in his
pod. Each cast of Entropic Mine lays 5 mines near a random target. Mines take
3 seconds to arm themselves, after which time they will detonate if a player
is detected within 6 yards, triggering an Entropic Blast. This inflicts
heavy Fire damage to anyone within 6 yards as well as dealing raid-wide ticking
damage for 4 seconds.

2.4. General Erodus

General Erodus summons Legion reinforcements while in his pod.
Fanatical Pyromancers and Felblade Shocktroopers will join the
fight periodically. Pyromancers cast Pyroblast, which deals heavy
Fire damage to a single target, but can be interrupted. Shocktroopers will
periodically Demonic Charge to one of the three furthest enemies,
knocking them back and slowing them by 30% for 6 seconds. They will then cast
Bladestorm as they return to the Tank(s), dealing moderate Physical
damage every second for 6 seconds to all enemies within 5 yards.

3. Out of Pod

The Commanders have a shared set of abilities used when each one is out
of their pod.

3.1. Exploit Weakness

3.2. Assume Command

Assume Command is cast when a new Commander exits their pod, and
the current active boss returns to their pod. Anyone inside the active
Commander's pod is ejected instantly.

4. Stealing Power

While a Commander is actively engaging the raid, their pod can be used by
one of the raid members. During the period in which a player is in the pod,
they will be psychically assaulted by the two Commanders that are currently
inside their pods.

4.1. Psychic Assault

While a player is inside a Commander's pod, they suffer a
Psychic Assault, taking moderate Shadow damage every 2 seconds. Each
tick will do increasing damage, however the rate of damage increase is
currently unknown. When the player exits the pod they will be debuffed with
Psychic Scarring, which prevents them from entering another Legion
pod for a few minutes.

5. Vacant Pods/Player Abilities

Here we list the abilities players can use when they are within each
Commander's vacant pod.

5.1. Chaos Pulse

Chaos Pulse can be used by the player while in the pod. It is always
assigned to the "1" button by default, and can be used in every pod. It deals
light Fire damage in 3-round bursts. Each hit also applies a debuff that causes
the target to take 1% more damage from all sources for 6 seconds, stacking up
to 15 times.